Arc (3.5e Spell)

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Arc
[[3.5e Electropath Spells|Electropath]] [Electricity]
Level: Electropath 3
Components: S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft. per 2 technician levels)
Targets: One primary target, plus all creatures that take damage pass damage to all previously unaffected creatures within 5 ft.
Duration: Instantaneous
Saving Throw: Reflex half, negate partial
Spell Resistance: Yes


Technique Points Required: 6

This spell creates an electrical spark that spreads like a disease. It begins as a single arc of electricity jumping from your outstretched palm.

The bolt deals 2d6 points of electricity damage to the primary target. The primary target makes a DC 15 Reflex Save to partially negate the effects. If successful, damage is halved and the arc does not jump again. If failed, the target takes full damage (2d6 electricity damage) and then the arc jumps to all creatures within 5 ft. Each new target is entitled to a save to half damage and negate another jump to a new group of targets.

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